Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: fivex on March 07, 2011, 02:37:19 am

Title: Vermin Eggs
Post by: fivex on March 07, 2011, 02:37:19 am
I am trying to make chickens lay bees as eggs. So far it  only produces a single "Tame Small Creature" when a hen lays bees.
I replaced the [LAYS_EGGS] and egg material tags with [LAYs_UNUSUAL_EGGS:PET:HONEY_BEE:NONE:NONE]
Title: Re: Vermin Eggs
Post by: Megaman on March 07, 2011, 02:59:24 am
I am trying to make chickens lay bees as eggs.
Drugs are not god for you, sweety.
Title: Re: Vermin Eggs
Post by: Girlinhat on March 07, 2011, 04:07:42 am
Honeybees occur in swarms of like 10k, so you'd probably need to change the clutch size to something like 10000:12000 to get a swarm of bees, but at the same time it might create 10k individual, unique, pathfinding bees that will rape your FPS.  You've been warned.
Title: Re: Vermin Eggs
Post by: forsaken1111 on March 07, 2011, 04:09:11 am
I just imagined a poor hen squinting in pain as 10,000 live and quite angry bees fly out of its orifice.

Oh god... my brain.
Title: Re: Vermin Eggs
Post by: Girlinhat on March 07, 2011, 04:10:51 am
Lol, internet noob.  Just remember, that these are considered "eggs" so it doesn't come out of the anus...
Title: Re: Vermin Eggs
Post by: forsaken1111 on March 07, 2011, 04:17:05 am
Lol, internet noob.  Just remember, that these are considered "eggs" so it doesn't come out of the anus...
I didn't say anus. I said orifice.
Title: Re: Vermin Eggs
Post by: fivex on March 07, 2011, 04:20:16 am
Lol, internet noob.  Just remember, that these are considered "eggs" so it doesn't come out of the anus...
Except that chickens only have one hole that they excrete(and lay eggs) from.
Title: Re: Vermin Eggs
Post by: MarcAFK on March 07, 2011, 04:21:51 am
Ok why would you want chickens to lay bees when you could make bees that lay chickens?
Title: Re: Vermin Eggs
Post by: Girlinhat on March 07, 2011, 04:36:53 am
That's... um... Very good point!
Title: Re: Vermin Eggs
Post by: fivex on March 07, 2011, 07:51:54 pm
Bump because this is on the second page and nothing helpful has been posted.
Title: Re: Vermin Eggs
Post by: Sutremaine on March 07, 2011, 08:21:54 pm
Sigged, that's just... what.

Have you been able to produce bees by reaction? That'll give you the correct format for the product at least.
Title: Re: Vermin Eggs
Post by: UristMcDwarf on March 08, 2011, 07:37:44 am
Dwarf Fortress : Crimes Against Nature Simulator.
Title: Re: Vermin Eggs
Post by: Grimlocke on March 08, 2011, 08:26:49 am
PET:NONE:HONEY_BEE:NONE would be what you use in a reaction. Or better yet, VERMIN instead of PET to make them wild bees.

The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

Maybe try [LAYS_UNUSUAL_EGGS:VERMIN:NONE][EGG_MATERIAL:HONEY_BEE:NONE]?
Title: Re: Vermin Eggs
Post by: Qinetix on March 08, 2011, 08:37:35 am
I wonder if vermin can lie eggs , like a bee queen
Title: Re: Vermin Eggs
Post by: Quietust on March 08, 2011, 09:18:21 am
The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

That is incorrect - the syntax is [LAYS_UNUSUAL_EGGS:item:material], where "item" is an item+subtype (e.g. WEAPON:ITEM_WEAPON_WHIP, THRONE:NONE, or VERMIN:NONE) and "material" is whatever the object is made of (e.g. INORGANIC:IRON, CREATURE_MAT:CAT:LEATHER, or "CREATURE_NAME:NONE" if you happen to be creating a vermin).

I just modded chickens to use [LAYS_UNUSUAL_EGGS:VERMIN:NONE:SPIDER_CAVE:NONE], and they did indeed leave live cave spiders in their nest boxes, but once I deconstructed them, the spiders immediately ran away at hyper speed and didn't seem to leave any webs behind, so creating vermin as items presumably doesn't initialize all of their properties correctly.
Title: Re: Vermin Eggs
Post by: Dante on March 08, 2011, 05:15:37 pm
PET:NONE:HONEY_BEE:NONE would be what you use in a reaction. Or better yet, VERMIN instead of PET to make them wild bees.
I just modded chickens to use [LAYS_UNUSUAL_EGGS:VERMIN:NONE:SPIDER_CAVE:NONE], and they did indeed leave live cave spiders in their nest boxes, but once I deconstructed them, the spiders immediately ran away at hyper speed and didn't seem to leave any webs behind, so creating vermin as items presumably doesn't initialize all of their properties correctly.

Interesting... I added a reaction making 100 bees in the arena and dropped them, and failed to get stung. Neither PET nor VERMIN bees stung me.

Similarly, in fort mode, fort mode, tame and wild bees spawned by reaction did not sting... but only when I modded them all into a single caste and removed hives. When I left hiveable queens in, some of the reaction-spawned bees themselves generated other bees, and those new bees did sting.
Title: Re: Vermin Eggs
Post by: Grimlocke on March 08, 2011, 06:09:57 pm
The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

That is incorrect - the syntax is [LAYS_UNUSUAL_EGGS:item:material], where "item" is an item+subtype (e.g. WEAPON:ITEM_WEAPON_WHIP, THRONE:NONE, or VERMIN:NONE) and "material" is whatever the object is made of (e.g. INORGANIC:IRON, CREATURE_MAT:CAT:LEATHER, or "CREATURE_NAME:NONE" if you happen to be creating a vermin).

I just modded chickens to use [LAYS_UNUSUAL_EGGS:VERMIN:NONE:SPIDER_CAVE:NONE], and they did indeed leave live cave spiders in their nest boxes, but once I deconstructed them, the spiders immediately ran away at hyper speed and didn't seem to leave any webs behind, so creating vermin as items presumably doesn't initialize all of their properties correctly.
Is that so, guess I misunderstood [EGG_MATERIAL:<mat tokens>] and [LAYS_UNUSUAL_EGGS:<item tokens>] in the change log. Figured it would work the same as the BUTCHER_SPECIAL tag.

Poor chicken though.
Title: Re: Vermin Eggs
Post by: iyaerP on March 12, 2011, 03:38:32 am
So what happens if you set the chicken to lay dwarves as eggs?
Title: Re: Vermin Eggs
Post by: Acanthus117 on March 12, 2011, 03:46:25 am
Dwarf Fortress : Crimes Against Nature, Man, God, Sanity and Simple Common Sense Simulator.

Fixed.
Title: Re: Vermin Eggs
Post by: EmperorJon on March 12, 2011, 07:08:15 am
Make chickens that lay bees and then make chickens a harvestable product from beehives.

 8)
Title: Re: Vermin Eggs
Post by: Pickerel on March 12, 2011, 06:17:58 pm
My input for a future addition:
A special nest box called a 'cabbage patch'.
Storks that lay dwarf eggs in said boxes.
Title: Re: Vermin Eggs
Post by: EmeraldWind on March 30, 2011, 12:20:43 am
Make chickens that lay bees and then make chickens a harvestable product from beehives.

 8)

So now... which comes first... the bee or the chicken?
Title: Re: Vermin Eggs
Post by: Uristocrat on March 30, 2011, 01:43:32 am
Make chickens that lay bees and then make chickens a harvestable product from beehives.

 8)

So now... which comes first... the bee or the chicken?

The chickabee came first.
Title: Re: Vermin Eggs
Post by: GamerKnight on March 30, 2011, 02:02:08 am
Dwarf Fortress : Crimes Against Nature, Man, God, Sanity and Simple Common Sense Simulator.

Fixed.

Sigged.
Title: Re: Vermin Eggs
Post by: Acanthus117 on March 31, 2011, 10:10:21 pm
Oh, that made me happy xD
Title: Re: Vermin Eggs
Post by: Bohandas on March 31, 2011, 10:17:44 pm
Lol, internet noob.  Just remember, that these are considered "eggs" so it doesn't come out of the anus...
Except that chickens only have one hole that they excrete(and lay eggs) from.

Damn! You beat me to it!

http://en.wikipedia.org/wiki/Cloaca (http://en.wikipedia.org/wiki/Cloaca)
Title: Re: Vermin Eggs
Post by: Bohandas on March 31, 2011, 10:20:08 pm
The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

That is incorrect - the syntax is [LAYS_UNUSUAL_EGGS:item:material], where "item" is an item+subtype (e.g. WEAPON:ITEM_WEAPON_WHIP, THRONE:NONE, or VERMIN:NONE) and "material" is whatever the object is made of (e.g. INORGANIC:IRON, CREATURE_MAT:CAT:LEATHER, or "CREATURE_NAME:NONE" if you happen to be creating a vermin).

Technically it would be [LAYS_UNUSUAL_EGGS:<item>:<item subtype>:<material>:<material subtype>], wouldn't it?

Title: Re: Vermin Eggs
Post by: Necro910 on April 04, 2011, 12:49:24 am
My input for a future addition:
A special nest box called a 'cabbage patch'.
Storks that lay dwarf eggs in said boxes.
Better yet...

Make Giant Cave Spiders give live birth to dwarves!
Title: Re: Vermin Eggs
Post by: Buzzing_Beard on April 13, 2011, 03:42:32 am
I read that some people would give all the leftover brood comb (baby bees) from skep-harvesting to their chickens. I guess that's better than letting them rot; or eating them (http://www.bay12forums.com/smf/Smileys/aaron/lipsrsealed.gif).
Title: Re: Vermin Eggs
Post by: MarcAFK on April 13, 2011, 07:23:19 am
mmm broodcomb on toast with cheese *nomnomnom*
Title: Re: Vermin Eggs
Post by: Quietust on April 13, 2011, 08:33:02 am
The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

That is incorrect - the syntax is [LAYS_UNUSUAL_EGGS:item:material], where "item" is an item+subtype (e.g. WEAPON:ITEM_WEAPON_WHIP, THRONE:NONE, or VERMIN:NONE) and "material" is whatever the object is made of (e.g. INORGANIC:IRON, CREATURE_MAT:CAT:LEATHER, or "CREATURE_NAME:NONE" if you happen to be creating a vermin).

Technically it would be [LAYS_UNUSUAL_EGGS:<item>:<item subtype>:<material>:<material subtype>], wouldn't it?

Read my post more closely - "<item>:<item subtype>" is an 'item token' (since you will never see one without seeing the other) and "<material>:<material subtype>" is a 'material token' (which can easily be more than material:subtype - if you're using CREATURE_MAT or PLANT_MAT, there are a total of three parameters instead of 2).
Title: Re: Vermin Eggs
Post by: Buzzing_Beard on April 13, 2011, 09:00:56 am
     MarcAFK: "mmm broodcomb on toast with cheese *nomnomnom*"

Hmm... but it probably beats this peanut-butter and royal-jelly... *takes bite*

Hey all you people!
Hey all you people!
Hey all you people wont you listen to meeeeeee!
I just had a sandwich
no ordinary sandwich
the tastiest sandwich on the seaaaaa!

Hey man youve got to try this sandwich
its no ordinary sandwich
its the tastiest sandwich in the seaaaaaa

Ascoobididoolabdooiladdabyabbity ya YEAHHHHHHH!

Thank you
Title: Re: Vermin Eggs
Post by: Zinc23 on December 20, 2011, 05:21:58 pm
This has to be the most FUCKED, and AWESOME, thing that I have ever seen.  I really want to see a chicken give birth to bees now...


OFF TO GOOGLE IMAGES.
Title: Re: Vermin Eggs
Post by: Hugo_The_Dwarf on December 20, 2011, 07:19:26 pm
I remember with older versions I had reactions for buildings spawn vermin that worked just fine, But maybe its just the fact that its being layed instead of produced in a building...
Title: Re: Vermin Eggs
Post by: Quietust on December 21, 2011, 10:52:35 am
For reference, I've since done some reverse-engineering on the various item classes and have discovered two things:

1. When you create an object of type REMAINS, FISH, FISH_RAW, VERMIN, PET, or EGG, the material is supposed to be of the format RACE:CASTE (e.g. ANT:SOLDIER).
2. DF doesn't actually parse these correctly and instead uses a caste of NONE (-1), which means that any such items you create will not behave correctly.
Title: Re: Vermin Eggs
Post by: Gentlefish on August 11, 2012, 11:21:48 pm
For reference, I've since done some reverse-engineering on the various item classes and have discovered two things:

1. When you create an object of type REMAINS, FISH, FISH_RAW, VERMIN, PET, or EGG, the material is supposed to be of the format RACE:CASTE (e.g. ANT:SOLDIER).
2. DF doesn't actually parse these correctly and instead uses a caste of NONE (-1), which means that any such items you create will not behave correctly.

So wait. That means that I can't have my egg layers lay fish? Durnit, here I wanted turtle ala turkey.